Showing posts with label online gaming. Show all posts
Showing posts with label online gaming. Show all posts

Thursday, October 27, 2016

Pokemon Go Busts Out the Ghosts for Halloween

A lot of online games will post a special update to their code to have Halloween-themed special events. City of Heroes did Trick-Or-Treating door events and special Monster spawns, and man do I miss those...

Anyway, Pokemon Go with their first year of existence is hosting a themed event where they upped the spawn rate of the Ghost, Night, and Memserizing-type Pokemon for capturing. This means a high uptick in Ghastlys, Haunters, Zubats, Drowsees, and Pidgeys. Yes. There will ALWAYS BE PIDGEYS. Get used to it.

They're also doubling the Candy drops per capture so that you get six candies instead of three, which helps towards evolving or training the Pokemon you're capturing. Sadly, they are not dropping enough Lapras or Squirtle candies along with it. :(

So... just a reminder kiddos. GOTTA CATCH ALL THEM GHOSTS.

Just DON'T CROSS THE STREAMS... wait, wrong ghost-themed gaming...

Sunday, July 17, 2016

There Are Pidgeottos At The Library: Pokemon GO and Outreach

So last week a new online game designed as a smartphone App - Pokemon GO - came out, and pretty much dominated the news and gaming fervor since then. It's outpacing social media apps and turning into a kaiju-sized monster. Busy week...

Based on the popular Pokemon trading/training/battle game, Pokemon GO is an update of the original game from the early 1990s. This time, the game's draw is that it can be played in a real-world environs. GO overlaps onto existing map locations (called "augmented reality") and places the cartoon battle animals - currently the original 150 creatures - into these locations for people to "catch" them for powering up, evolving, and fighting other players' Pokemon.

Meanwhile, real-world public areas - parks, churches, malls, libraries - are set up to serve as either PokeStops - places for players to resupply themselves with needed gear - or Gyms - places for players to battle their Pokemon to control that Gym as a Trainer.

This means that people playing the game HAVE to go to these real-world locales to do what they do to level up and win.

And I mentioned libraries.
POKESTOP

The library where I work is a PokeStop: that is, we can be a place for players to recharge (there are two Gyms nearby). PokeStops can also have Lures running in half-hour intervals that summon Pokemon into range for capture, which means every so often players - kids, teens AND adults (those who played in the 1990s with nostalgia and whimsy) - will gather at our library primarily to restock and reload.




This all came as a sudden shock: although news about GO had been out for a year or more, nobody really understood the real-world applications of this game until it got the huge response from millions of players suddenly swarming about in places that didn't realize they were PokeStops/Gyms.

The question is, how can libraries benefit from this real-world development?

There's a couple of resources librarians can read up on to gain understanding of Pokemon GO, and also get tips on how to market/outreach to the kids/adults/families coming in to snare themselves a PsyDuck. School Library Journal has a link, ALA has a blog page on their Library Services to Children site, and the Public Library Association is diving into the mania while the going's good.

The best suggestions are to advertise locally - and early and often - that the library is a game location. I've been doing that with City of Bartow Library's Facebook page, and am looking to create a few more online tags for people to hear the news. Creating signs and banners is an easy step to take. One idea would be to host events: As a PokeStop, I can plan ahead and announce a Lure running on a specific day and time to draw in those who'll want to benefit from an increase in Pokemon to capture (a test run showed me the Lure draws in about TRIPLE the amount of Pokemon, sweet).

A wonderful suggestion by a library group promoting GO: using a 3D printer if you got one (WE DO) and creating Pokemon badges (WE COULD) that kids can pick up if they show that they're on the game and winning certain things. Along with the badge we'd give them a library bookmark promoting our hours and library events.

One other thing libraries have to do: Remind people playing the game to stay safe. There is a risk to playing GO because of the requirement to play in the real world. It involves walking outdoors, near major traffic areas sometimes or in public parks with dangers involving remote spots or late-night activities. There are a lot of serious safety concerns. We've got to make sure people in our libraries - in our communities - stay safe as best as possible.

Meanwhile, the biggest problem: Keeping up with Pokeballs. It's gonna take a lot of balls to play Pokemon GO.


Monday, June 20, 2016

Bit Off-Topic: Missing Some Gameplay

You should know I still miss City of Heroes.

I miss the superhero roleplay. The team-ups. The power mixing. The costumes. The overall camp/seriousness of the eternal struggle of GOOD vs. EVIL.

The few MMOs in superhero genre don't cover the loss. Champions Online is just questionable gameplay and I could never get into the dynamics of it.

I've done other MMOs: Star Trek Online and Star Wars The Old Republic, but both of them don't provide much to free play.

I can't really get into the PvP games. It's the big reason why I didn't get Overwatch when it came out this month, although the buzz on it as a multiplayer makes it sound so tempting. Also, budget. I can't indulge right now... if ever.

I need something to improve my mood, though.

Tuesday, October 1, 2013

I Miss Shardtober

To all the Champion Server players who teamed with Witty back in the day when we had an MMO we could play with pride... To the players of City of Heroes...









Dear NCSoft: I hope your company's stock sinks to pennies on the dollar, so we gamers can buy it all up AND BRING CITY OF HEROES BACK.

This is Champion Server.  We will return.

Sunday, April 29, 2012

For My Birthday, I'd Like a Job Or Writing Contract, But Instead I Get To Test Portals!

This may be my second-best birthday ever (Sorry, Cave Johnson, but my best birthday was a few years back when the Star Trek reboot came out on my birthday, so there)!

Can we get to has combustible lemons?

(it's being released May 8 2012.  Enjoy your cake!  I will...)

Monday, October 25, 2010

Defining the Virtual Librarian

Just what should a Virtual Librarian be?

Experience:
The Virtual Librarian must have some experience (at least six months) providing either traditional reference research assistance or online reference assistance. This would include reference desk or other public desk service, one-on-one research assistance, or classroom instruction on library services.
The Virtual Librarian also must have some experience with the use of the computer as a reference and research tool. This would include work experience with online research databases; creating or managing online resources such as websites; or contributing to any online project or discussions such as Blogs, Instant messaging, or Web Chats.
The Virtual Librarian's skills and abilities need to cover: Working within a wholly electronic workplace; Providing effective and timely virtual service to students, teachers, and fellow professionals; Conducting effective online research using all available resources, and to evaluate and narrow the results to best likely resources for the client; Teaching such research skills to students and teachers to provide the skills needed for them to self-evaluate their own research; Sharing and coordinating with other Virtual Librarians any research methods and tips to aid their work, as well as working with fellow librarians on any large-scale projects; Working comfortably with computers, and with an online environment that requires independent and self-dedicated performance.

Knowledge:
The Virtual Librarian must foremost have the knowledge of the Traditional Librarian: knowledge of references, of research methods, of tools of the trade. Such knowledge can be applied to the realm of the Virtual world with ease.
It is the knowledge of the Virtual world – the online, the Internet, the Web – that will matter. The Virtual Librarian must know what can be found online and must know how such information can be accessed, and must know a multitude of electronic-based sources and contents.
This requires that the Virtual Librarian stay apace with technological developments in the electronic, computer, library and communication worlds. The Virtual Librarian must maintain professionalism, knowledge, and skills relevant to librarianship at all times. The Virtual Librarian must be comfortable working in an environment of limited personal communication... and unlimited online communication.

Results:
The Virtual Librarian is pretty much a regular Reference Librarian... IN SPACE!  Well, cyberspace, but still, wanted to place a link to TV Tropes here.  ;-)

Sunday, February 7, 2010

Geekin' Out On Trek

If I have any blog readers, you might know I'm a huge geek.  Well, both in girth and in attitude, but still.

Grew up a huge fan of Star Trek, for one.  Also was hard into video gaming, as I was a middle-schooler the years that console and arcade gaming exploded on the market.  Atari Boy, y'all.  Evolved from there into other scifi obsessions (X-Files, the Matrix) and other gaming habits (computer and Massive Multiplayer Online).

All of this is leading up, of course, to this previous week.  When Star Trek Online finally came out (nice Websnark review here).

This had been a game in development for AGES.  Other franchises of fantasy and scifi had come out with MMOs of their own - notably Star Wars Galaxies and Lord of the Rings Online - but Trek seemed to have serious issues.

A lot of it had to do with roleplay within the established universe, as it were.  Most other games, you create a character and play it however you want, no problem.  The powers and actions of that character based on Archetype, sure, but otherwise you can do whatever you want wherever you were (depending on zone hazards, of course).  But Star Trek is, well, a little different.  Star Trek is an ensemble effort: a character in Trek is part of a crew.  A Trek character serves a function on a starship, be it a bridge officer, a security guard, an engineer, an Away Team scientist, a medic, what have you.  In a true roleplay environment, your character would be performing ship duties alongside hundreds of other online players... bumping into each other, arguing over who gets to work the Botany lab (or worse, arguing over who gets to sit in the Big Chair), filling out paperwork... in other words, getting bored out of your mind as you would in the Real World.  It also meant that when the ship you were on finally went into battle or a conflict of some kind, the success of the ship depended on hundreds of fellow online players, which meant shiploads of lag or problems with key players not being online when the action goes down.  Meaning harsher gameplay that wouldn't really be any fun at all.  Word is/was the original game designers were trying to create that kind of MMO experience... and were failing miserably.

Other companies passed this project around like a hot potato before it landed with Atari and Cryptic Studios.  The people involved here (including a particular person I'm not a huge fan of from the CoH days) made a judgment call for playability over pure roleplay.

They created a situation in-game where everyone gets their own ship and becomes Captain of their own crew.

The Trek purists, for what I know, did howl at that.  The gaming purists I'm willing to bet cheered their asses off.

It does simplify the game.  No arguments over who gets to be a Captain as EVERYONE gets to be one.  The argument now is more about A) what ship you really get and B) how quickly you can upgrade to the bigger (Enterprise) better (Enterprise-E) ships (ENTERPRISE!!!).

No arguments either on who plays what role as bridge bunnies, uh officers.  Each Captain hires on or 'buys' other officers at key positions (Tactical, Science, Engineering) depending on the number of Assignment slates available (higher ranks achieved adds up to 5 spots).  The bridge crew also works as your default Away Teams with you (basic Red Shirt security guys to fill the spots not yet unlocked in Assignment).

Multiplayer works like this in Trek: you fly your ship into star systems, to either patrol them, locate problems, fight off bad guys (Klingons!  Who have allied themselves with the Gorn, the Cardassians, and a few other minor villain classes), and otherwise cause havoc before the Prime Directive comes in.  You have fleet battles and beam-down away missions.  And you automatically team with anyone else who enters your system working the same mission objective (if people come in half-way through a mission, the objectives scale to difficulty accordingly).

Ship and crew upgrades come with Inventory items to boost shields, weapons, engineering, science, and tactical advantages.  You can sell Tribbles, if you dare.  Leveling up in rank involves 'training' your talents in particular matters as well as training up your bridge NPC officers (you can install Inventory items like more powerful phaser rifles to your bridge crew as well).

I've been playing for the past week (between job hunting and all).  One of the advantages of Cryptic being involved is that Trek Online gets the Character Creation system that Cryptic enjoys deploying: it's one of the most complex of all the MMOs out there, but also the best as it lets you choose uniforms, body shape, facial color and structure, EVERYTHING.  Eric at Websnark is particularly thrilled he built a Tree officer (!).

For myself, I am now Captain (Lt. rank, actually, but working to actual Captain status) of the USS Esoteric (yes, Phil, I'm borrowing one of your favorite words, sue me!), flying about the Vulcan/Risa sectors handling a lot of zone hunting missions and doing my best not to attract attention from the GIANT SPACE WASPS OF ALTAIR NINE!  eeeeeeeeeek.  Anywho.  The game is a bit of a blast... except I'd really love to get more weapon slots on my Cruiser.  Only two in front (Phaser, Torpedo) and one in back (Phaser).  I need more torpedo tubes!

Gameplay itself is a lot like the old Starfleet Command game: you fire attacks, you balance your shields, and you turn and circle about in space with your strongest shields facing your opponents at all times.  Meaning a lot of evasive maneuvers and spinning about the game grid.  Ground attack fights with Away Teams are a lot like regular MMO PvE: shoot at bad guys, get your teammates to heal you or buff your shields, and target the bad guys with special attacks for a one-shot kill.  Oh, and the Away Team missions if you team with other players have the 5-character slots filled by your teammates and by whatever NPC the team leader chooses (haven't played that option yet, but should be interesting).

I haven't run into any PvP instances yet, although I'm pretty sure that aspect is in the game - probably the Neutral Zone between Federation and Klingon space...

And now... TO INFINITY... AND BEY... what you mean, wrong show?  Sigh.  Go geeks!